A Battlefield 4 Jet Tutorial Manuscript Rev 2
A Battlefield 4 Jet Tutorial Manuscript Rev 2
A Battlefield 4 Jet Tutorial Manuscript Rev 2
Revision 2
A BF4 Jet
Tutorial
Manuscript
[FS] flargrbargr
[FLIGHT SQUADRON]
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Table of Contents
Introduction
Chapter 1: Basics (Pg. 4)
1. Dont let frustration get the best of you!
a. Rams DO Happen!
2. Controls
3. Loadout
a. Missiles
b. Counter Measures
c. Cannon
d. Upgrades
4. Aiming
5. The Best Jet
a. F-35
b. J-20 and SU-50
6. Pitch, Roll, Yaw
7. Speed Control
a. 313
8. Looping
9. Point of View
a. 1st
b. 1st/3rd
c. 3rd
Chapter 2: Positioning (Pg. 11)
1. Neutral
2. Defensive
3. Offensive
Chapter 3: Merges and One and Two Circle Flow (Pg. 12)
1. Merges
2. One Circle Flow
3. Two Circle Flow
Chapter 4: Studying Your Opponent (Pg. 13)
Chapter 5: Evasive Maneuvers (Pg. 14)
Overview
1. Looping
2. Switches
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Introduction
Greetings, fellow pilot! Welcome to the Battlefield 4 Jet Tutorial Manuscript. The main purpose
of this guide is to help supplement and guide pilots as they polish their flight skills. Hopefully,
this guide may also serve to increase awareness and appreciation for BF4 jets and its mechanics.
Learning how to effectively utilize jets in BF4 is normally a turbulent and stressful process. This
guide was intended to help alleviate new pilots from said stress.
Flight Squadron is a Battlefield 4 platoon dedicated to the following:
1.
2.
3.
4.
5.
Guiding new pilots as the progressively learn the ways of the jet.
Being a respectable pilot.
Taking a stand against any and all hackers.
Avoiding feelings of entitlement and pretentiousness.
JETS!
If you share the same passion and attitude towards jets, you are most certainly welcome to be a
part of our Flight Squadron! We have many ace pilots who are always willing to personally teach
you how to fly.
Training Sessions are now available at FlightSquadron.com! Sign-up to practice with an official
FS trainer today!
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Chapter 1: Basics
1. Dont let frustration get the best of you!
a. Perhaps the most important factor when learning jets. Learning jets is frustrating
for everyone, but allowing frustration to sour into anger and rage always impedes
the learning process. Those that channel their frustration into a drive and passion
for jets have always been found to learn the fastest of them all.
b. Rams DO Happen! In Battlefield 4, you cannot turn your head to look around and
turn your jet at the same time. In real life, you would actually be able to see
through your F-35 through the visor display. However, this is not real life, many
rams are unavoidable by both pilots, and many are going to happen. 99% of rams
are unintentional and they happen a lot, both in public air superiority and pro 1v1
dogfighting. No sense in raging about rams; accept the borderline hilarious and
extremely high probability of rams and just have fun flying!
c. Learning how to proficiently wield a stealth jet takes time and practice. Hopefully
this guide helps you along your (flight) path to ruling the skies!
2. Controls
a. Bind spacebar to pitch up.
3. Loadout
a. Missiles
i. Missiles will impede your learning process. Equip laser guided missiles
and use the main cannon; it does much more damage. A good pilot doesnt
need missiles to get kills.
b. Counter-Measures
i. Use flares if the enemy is firing an annoying amount of missiles.
ii. Use ECM if you can at least do decent looping and switches (ECM
examined in detail below) or if no one is using missiles.
c. Cannon
i. 20mm cannon is best
1. 2000 round per minute / 60 seconds per minute = 33.333 rounds
per second x 2.5 Dmg per round = 83.333 Dmg per second!!!
2. 100 HP / 83.333 DPS = 1.200 seconds to kill
3. Bullet Velocity = 1200 meters/second
ii. 25mm cannon is 2nd best
1. 1200 round per minute / 60 seconds per minute = 20 rounds per
second x 3.4 Dmg per round = 68 Dmg per second.
2. 1.471 seconds to kill
3. Bullet Velocity = 1200 meters/second
iii. 30mm cannon is 3rd
1. 600 round per minute / 60 seconds per minute = 10 rounds per
second x 6.8 Dmg per round = 68 Dmg per second.
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d. Speed control in 1st is easier since speedometer is located in top left of HUD, but
FOV becomes much smaller and it is much harder to track/spot enemies.
e. Speed control in 3rd is normally harder to grasp in the beginning, but just clicks
after a while. 3rd person speed control relies on watching the background speed
and using the Elevator Trick (explained below).
f. Use quick taps, not long ones. Quicker taps allow for more precision in speed
control. Think of it like resolution on a screen. The picture looks more detailed
and life-like with smaller, but many more pixels. Conversely, 8-bit resolution
looks very unlife-like. Applied to jet speed control, smaller taps allows you to
more finely tune your speed to 313. If you were limited to, say, 2 second holds of
afterburn, it would be very hard to achieve tight loops.
g. Afterburn more while going up, afterburn less while going down, all while
holding brakes constantly to maintain 313.
h. Anywhere from 300-318 knots makes for tight-ish turns, but always strive for
313, always strive for perfection.
i. Always try to achieve 313 before your opponent, this will give you just a little bit
more of an advantage in both offensive and defensive positions.
8. Looping
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a. Looping is much akin to the Ollie for skateboarding. If you cant do an Ollie, you
cant do a lot of tricks on a skateboard. If you cant do loops at 313 fairly
consistently, you cant do tricks in a jet.
b. Most basic but crucial maneuver to jets, but make sure to learn the other
maneuvers. Only doing loops to escape/kill is not sufficient in the end, as it can be
easily countered.
c. Type of loop is determined by the circle you draw with a loop. (Ex. Looping
horizontally doesnt change altitude)
d. 3 types: horizontal, vertical, and diagonal
e. Start off learning horizontal loops, they are easier as you dont have to account for
gravity, unlike for vertical and diagonal loops.
9. Point of View: 1st vs 1st/3rd vs 3rd
d. 1st Person
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f. 3rd Person
i. Basically the same as 1st/3rd but without the 1st. That means aiming and
shooting in 3rd person, in addition to chasing and evading in 3rd as well.
ii. The new addition of the crosshairs in Battlefield 4 jets is helpful for
aiming in 3rd person; though it is not always accurately in the middle, it is
always somewhere within the box. This new crosshair is also very helpful
with taking longer shots in 3rd person.
iii. Another benefit of using only 3rd person is the lack of glare found in 1st
person (most noticeable and cumbersome on Silk Road).
iv. Ability to look backwards.
v. Maintaining speed control in 3rd person is slightly more difficult, but there
are several factors that help.
1. Background Speed: Background speed moves significantly faster
while moving at 313. Increase and decrease speed while doing a
loop to find the fastest background speed, and then maintain it by
tapping afterburners while holding brake.
2. Elevator Trick: In 3rd person with default FOV, the elevators
(rear most flaps that control the pitch factor) sit very closely to the
bottom of the screen when turning at 313. Note that the elevator
actually touching the bottom of your screen is not 313, there has to
be a small gap. Going too far above 313 causes the gap to increase
(first rapidly, then stabilizes). Maintain a speed where the gap is
just before the rapid increase, and remember, quick taps! Note that
changing the in-game FOV settings will change both the
background speed and the elevator trick, drastically.
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(Images of the Elevator Trick during vertical, diagonal, and horizontal respectively.)
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Chapter 2: Positioning
1. Neutral
a. The beginning of a 1v1 is always neutral. Both jets fly directly past each other.
b. Generally a situation in which both jets spot each other simultaneously and
neither jet has a positional advantage over the other. Neither jet spots the other
with enough time, distance, or sufficient angle to be able to get right behind them.
c. During neutral 1v1 flying, both jets are attempting to make cuts, pull hooks, etc.,
in order to go on the offensive, thus forcing the enemy to go defensive.
d. Always be ready to switch from neutral to defensive and offensive as needed and
as quickly as possible.
2. Defensive
a. Normally occurs when the defender spots the attacker too late.
b. Occurs very often in public air superiority (due to the large amount of planes on
each team).
c. A much more important concept for 1v1 dogfighting. The defender should always
attempt to employ evasive maneuvers. This is more easily achieved when the
attacker is either in a lag, or lead pursuit curve, and hardest when he is in pure
pursuit curve (explained in True Circle Geometry and Pursuit Curves below)
3. Offensive
a. Normally occurs when one jet spots the other first and has sufficient angle,
distance, and turn speed to be able to chase the enemy jet.
b. Normally begins with lag pursuit, therefore the enemy normally has a small
window of time to pull an evasive maneuver just after you take the offensive.
c. From this point, the attacker should attempt to shorten the distance even more and
make cuts, while also being constantly aware of the enemy jets location and any
maneuvers he might employ.
d. Entering in pure pursuit is ideal because it doesnt give the enemy that window of
time to escape.
e. When in the offensive position, attempt to:
i. Observe the enemy jet.
ii. Predict the future position of the enemy jet.
iii. Maneuver in response to said prediction.
iv. React to any changes in the situation as you execute offensive maneuvers.
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a. Consists of two loops forming a figure eight laid upon its side, much like a lemniscate
(infinity sign).
b. Consists of a simple 180 switch (roll) after completing about 5/8ths of a loop.
c. This can be done in any dimension (vertical, horizontal, and diagonal) and is good as a
starting evasive maneuver that is slightly more unpredictable than regular looping.
4. Rudder Switches
a. Basically the same as a regular switch, but 10x more effective! Instead of only rolling into
their direction and continuing to pitch, you want to yaw and roll into their direction. (Ex.
Enemy is behind you and coming from the left, you should pitch up and roll and yaw to
the left while continuing to pitch).
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a. Basically a continuous (same) rudder switch; a corkscrew maneuver. (Ex. pitch up + roll
left + yaw left) Note that a continuous opposite-rudder barrel roll still diminishes the roll
to a straight line just as it does for opposite-rudder switches.
b. Use barrel rolls against enemies to force them to overshoot their turn and lose sight of you,
hopefully causing them to speed fail in the process.
c. Mix up barrel rolls and properly timed rudder switches to increase effectiveness.
d. NEVER barrel roll upwards or downwards for more than 1 roll if the jet is right on your
tail. Due to the FOV and 3rd person camera angle, an upwards or downwards barrel roll
right in front of an enemy jet rarely ever works against seasoned pilots.
e. Try to roll along a more horizontal or diagonal axis.
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6. Scissoring
a. When two jets are barrel rolling perfectly out of phase with each other, forming a double
helix or DNA structure-like flight path.
b. Appears on the radar as if the jets make a figure X when they cross over each other
repeatedly.
c. First one to lose speed control enough or disengage from the dogfight generally tends to
put themselves at a disadvantageous situation. Therefore once you are engaged in a scissor
roll with another jet, you must make sure you evade to gain the advantage instead of
switching maneuvers and putting yourself at a disadvantage.
7. Widening the Roll Further
a. Whilst doing same-rudder barrel rolls (instead of opposite-rudder barrel rolls) is usually
sufficient to evade most pilots, evading more seasoned pilots will necessitate even wider
rolls (still at 313).
b. Moderating the aileron (roll) input changes the width of the roll. Less aileron = wider rolls
= better for evasion
c. Widening the roll is advantageous because of 3 reasons:
i. Widening the roll will throw your jet even farther out of their FOV.
ii. It makes chasing you physically more difficult. Moderating the roll input to match
the jet you are chasing takes more work.
iii. Widening the roll by using less aileron (roll) input allows you to use more aileron
when you need to make the roll tighter.
8. The Dillon
a. Essentially any maneuver that involves going significantly below 313 (240-280ish range),
normally including a barrel roll or rudder switch of some sort.
b. A maneuver that should only be executed when the enemy is right on your tail and all
other options are exhausted.
c. Begin by barrel rolling and max out the airbrakes (throttle down) when the opponent
cannot see you (while still barrel rolling). This will bleed your speed far below 313 in
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order to force the enemy to either do the same. Cutting your speed while out of the
enemys FOV will maximize the amount of time it takes between when you cut your
speed and when your opponent does as your opponent will normally realize what youve
done far too late. Doing this correctly can give you the advantage or, at the very least,
cause the enemy pilot to lose his.
d. If the enemy is still behind you, bring your speed back to 313 and then hit the brakes, once
again, out of the enemys FOV. Eventually, your opponent will end up overshooting you,
causing him to respond with another maneuver; be prepared to react to your opponents
maneuver.
e. Maneuver should be executed with proper timing and very quick jet maneuvering. Best
used in conjunction with ECM.
f. A very risky maneuver, executing this maneuver at the wrong time is a very dire mistake
and is very easy to do.
9. Following Up Maneuvers
a. Pulling these maneuvers only once usually isnt enough. My rule is rinse and repeat as
needed.
b. The as needed is explained in detail in the next section, Radar Reading and Timing
Evasive Maneuvers
c. This sub section is bolded because beginners tend to not realize this right away. You have
to make sure the maneuvers that you pulled work, if not, then keep maneuvering.
10. Concentration Under Pressure
a. Always remember to focus when under pressure, particularly when the enemy is right
behind you, close to or in a firing position.
i. Remember to keep your speed at 313 while still focusing on evasive maneuvers.
Even the best of pilots can speed-fail if they allow the pressure to undermine their
concentration.
ii. This tip may sound rather obvious and simple, but it surely isnt something to
overlook. In 1v1 dogfights in particular, this skillset can make all the difference.
b. Also important when behind the enemy, particularly when firing at them.
i. You must train yourself to be able to fire and maintain 313 simultaneously.
ii. Many kills are lost right after getting one burst into them because the focus has
shifted from maintaining 313 to firing the main cannon.
iii. You can also try to use this against the enemy. If he loses speed every time he
fires, try something unpredictable right before he starts to fire (mostly determined
by radar). Exploiting his weaknesses in offensive maneuvers might give you the
advantage.
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Chapter 7: ECM
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Only move onto this portion of the tutorial once you can at least:
Fly in 3rd person and maintain a speed of 300-318 at most times throughout maneuvers
Pull basic (non-rudder) switches to some degree of effectiveness
Minimally understand how to read the radar
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iii. True circle geometry becomes important when an attacking plane loops behind an
enemy jet with equal circumference, but with the two posts offset from one another
within the same plane.
iv. Assuming both planes continue to loop as such consistently, the attacking plane
will continuously cycle through stages of Pure, Lead, and Lag pursuit.
v. Attacker gets sight of defender at 2 positions of the loop
1. 3 o clock: Attacker obtains a shot angle as defender lowers into the
attackers FOV and then shifts below it.
2. 9 o clock: Defender cuts above the attack from beneath and shifts above
the attackers FOV with a small window of time to shoot in between.
vi. Defender should pull a defensive maneuver at either 12 o clock or 6 o clock
because these are the times at which the defender is the most out of the attackers
FOV.
vii. Avoid taking lead at the 6 o clock position. Taking lead at this point can land you
straight on top of the enemy jet, or worse, straight in front of it. Not likely to occur
if both jets can turn at the same rate with matched speed control.
viii. Note that positions of the clock where each stage occurs is relative to the line
formed between the posts of the two loops. In this example, the two posts form a
vertical line. These stages must be rotated around in order to account for different
displacements of posts (horizontal, diagonal, tilted displacements).
b. Pursuit Curves
i. Lead Attacker gets a short opening for a shot, but pulls too far ahead right after.
ii. Pure Always attempt to be in pure pursuit when maintaining the offensive
position. Attacker is on point and receives the largest window of time to shoot, the
ideal angle to enter at.
iii. Lag Most disadvantageous part of a pursuit. This is the moment where the enemy
jet rises above your screen. This is the point at which they would most benefit
from a maneuver, always be ready to follow up with the same maneuver or a
counter-maneuver.
2. Out looping
a. Perhaps the most basic and crude offensive maneuver.
b. Involves following enemy jet contrails and maintaining 313 better than them.
c. Doesnt really get you anywhere if both players speed controls are equal.
d. Easily countered and very predictable
e. Good speed control is much less effective without employing maneuvers.
3. Contrail Chasing
a. Contrails The vapor trails left behind the wingtips of a jet.
b. Contrail Chasing An offensive maneuver that only involves following the enemys
contrails and speed control.
c. Very crude offensive tactic, works best against enemies with poor speed control.
d. Doesnt involve cutting, hooking, or any other outmaneuvering other than trying to out
speed control the enemy. Not very effective over all.
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4. Cutting
a. Bread and butter of offensive maneuvers.
b. Any maneuver that allows you to take a shorter path than your enemy and get closer
behind them. Could involve making the same turns as the opponent, but tighter
(outturning), or could involve taking a different path and reentering their loop right behind
them at a better angle and/or closer.
c. Difficult to fully explain and describe. Different situations call for different types of cuts
at different angles. Learning how to read the radar and utilizing situational awareness is
key to understanding when and how to pull your cuts.
5. Entering Enemy Loop from its Axis
a. Imaging a wheel with an axle, the outside of the wheel is the loop, and the axle is the axis.
b. Entering from either end of the axis upon someones loop is a very advantageous position.
c. Entering from the axis, enter into their loop using pitch, roll, and yaw.
6. High Yoyo/Low Yoyo
a. A high yoyo maneuver resembles what a skateboarder would look like going up a halfpipe, making a U-turn, and then coming back down.
b. Useful for making cuts and getting better shot angles, know which to use.
c. High yoyo is recommended in most cases because it is usually easier to shoot them from
top down. However, low yoyos can come in handy if you miss your high yoyo, just make
sure you have sufficient altitude.
7. Breaking Loop-Cycles (Loop-Cycle opponent is only doing loops)
a. When to pull maneuver:
i. Opponent is only looping and you are looping very close behind.
ii. Opponent is just out of reach of bullets but not gaining nor losing distance
b. How to pull maneuver:
i. Shift your loop to either the left or right of the opponents loop, bust stay parallel to
it. This can be done by rolling in the direction slightly and rolling back again when
positioned outside of the loop.
ii. Pop ECM (important) and pull a high or low yoyo maneuver to reenter opponents
loop directly behind him.
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he reenters your FOV, thus giving you an even easier shot and makes it harder for him to
escape your counter-maneuver.
11. Chasing a Barrel Roll
a. Direct Chase
i. In order to chase a barrel rolling enemy you may need to use both types of barrel
rolls, same-rudder barrel rolls and opposite-rudder barrel rolls. Use same-rudder
barrel rolls to chase them through the rolls while switching back and forth between
opposite-rudder barrel rolls to add even extra roll speed if needed to cut the
opponent.
ii. Warning: Using opposite-rudder barrel rolls tightens the roll significantly;
employed for too long and the enemy might have enough time to shift farther out
of your FOV, as tight rolls normally end up overshooting wider rolls, thus giving
away your advantage.
b. Counter with a Hook
i. When chasing an enemy evading with barrel rolls, a hook maneuver towards the
opposite direction of his barrel roll could be used to gain some distance and allow
you to reenter the barrel roll with a much better angle.
ii. Remember to use hook maneuvers in conjunction with ECM. In this scenario, the
enemy jet wont see your ECM because you stay behind the enemys barrel roll.
(Unless he counter maneuvers and changes direction).
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"Air Combat Manoeuvring." Wikipedia. Wikimedia Foundation, 09 Nov. 2014. Web. 08 Oct.
2014. <http://en.wikipedia.org/wiki/Air_combat_manoeuvring>.
"Basic Fighter Maneuvers." Wikipedia. Wikimedia Foundation, 10 July 2014. Web. 08 Oct.
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Flight Squadron Index Page." Flight Squadron Index Page. Flight Squadron, n.d. Web. 03
Nov. 2014. <http://flightsquadron.com/index.php>.
"Jet Fighter School." By Richard G. Sheffield. N.p., n.d. Web. 08 Oct. 2014.
<http://www.flightsimbooks.com/jfs/>.
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